So, I’m developing a game for mobile platforms, and I’m trying to come up with a cost-effective way to make the game cool cartoony without slaughtering mobile performance. I’m currently using two custom shaders to achieve this.
-unlit tinted alpha with alpha testing
-unlit tinted
These work fantastic but they don’t allow blob shadows to work. So I imported the toon shaders for the heck of it, applied it to my game, and it supposedly ran as fast as before. All of my objects so far derive from a common atlas texture and are optimized for dynamic batching. However, I tested this out on my PC and not an actual mobile device. That being said, I think the objects are still being batch drawn.
I only plan on developing for iPhone3GS and later, so the device itself won’t be a problem. But I know toon shading is an intensive shader compared to the ones listed above. Should I only worry about shader intensity only if I’m not using shared materials between objects? All of the objects in my game use one material, vehicles use another, NPCs will all share two materials, and level geometry another.